Full Name |
Erlandel |
Race |
Half-elf |
Classes/Levels |
Druid /1 [HP: 10/10] [Init: +2; perc: +10] [AC: 14/12/12] [saves: 3/3/6 ] [CMB: +0; CMD: 12/10] [Acid Dart Used: 0/7] |
Gender |
male |
Size |
M |
Age |
35 |
Alignment |
N.G. |
Deity |
Yuelral |
Languages |
Common, Druidic, Elven, Sylvan |
Strength |
11 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
12 |
Wisdom |
18 |
Charisma |
10 |
About Erlandel
HP: 10 AC: 14/12/12 Init: +2
Saves: 3/3/6 (+2 vs. ench.; immune to sleep)
BAB: 0 CMB: +0 CMD: 12/10
Dagger: 0(3)(4); 1d4(+1); 19-20/x2; 10'
Scimitar: 0; 1d6; 18-20/x2
Ranged Touch: +3(+4)
SKILLS: heal(+8); knowledge(nature)(+7); perception(+10); spellcraft(+8); survival(+10).
FEATS: point-blank shot; skill focus(Spellcraft)
TRAITS: Treerazor's Bane: You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
youthful mischief: (elf racial; +1 trait bonus to reflex saves)
RACIAL ABILITIES: low-light vision, immune to sleep and +2 vs. enchantment spells and effects, +2 perception.
DRUID ABILITIES: DOMAIN: EARTH:
Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two druid levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
MAGIC EQUIPMENT: potion of cure light wounds (2/2); wand of cure light wounds (2pp; 50/50).
EQUIPMENT: dagger; scimitar; leather armor; backpack (masterwork); belt pouch; cold weather gear; flint & steel; Holy Symbol(wooden; Yuelral); spell component pouch; trail rations(4/4); waterskin.
SPELLS: DC=14 + spell level
0L: create water; detect magic; stabilize
1L: Cast: cure light wounds(2/2); magic stone(domain)(0/1).